1
我剛剛開始玩弄所有這些編程的東西,所以我不太確定如何解決一個小問題,我似乎與之間的通信服務器和客戶端。Visual Basic/SQL Server:identity_insert被設置爲關閉錯誤
當我啓動服務器時,玩家可以連接並註銷,當他們完成播放時沒有任何問題,但服務器拋出一個錯誤,並不保存表中的項目items
。
這幾乎就像如果服務器/客戶端無法與dbo.items
表正常通信:/
任何幫助,將不勝感激!謝謝。
而對於英語不好
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Data.SqlClient;
using System.Data;
namespace Goose
{
/**
* Item, holds the actual item data
*
* Each item in game is separate
* Holds the original template and modified/added stats
*
*/
public class Item : IItem
{
public int ItemID { get; set; }
public int TemplateID { get; set; }
public ItemTemplate Template { get; set; }
public string Name { get; set; }
public string Description { get; set; }
public int GraphicEquipped { get; set; }
public int GraphicTile { get; set; }
public int GraphicR { get; set; }
public int GraphicG { get; set; }
public int GraphicB { get; set; }
public int GraphicA { get; set; }
int weapondamage = 0;
public int WeaponDamage
{
get
{
return this.weapondamage + (int)Math.Ceiling(this.Template.WeaponDamage * this.StatMultiplier);
}
set
{
this.weapondamage = value;
}
}
/**
* Body pose/state 1 for normal, 3 for staff, 4 for sword
*/
public int BodyState { get; set; }
public AttributeSet BaseStats { get; set; }
public AttributeSet TotalStats { get; set; }
public decimal StatMultiplier { get; set; }
/**
* Dirty, has data changed since loading
*
*/
public bool Dirty { get; set; }
/**
* Delete, item is no longer in game so delete it
*/
public bool Delete { get; set; }
public long Value { get; set; }
bool bound = false;
public bool IsBound
{
get { return this.bound; }
set { this.bound = value; }
}
/**
* These properties are read only and just pass along from the templates properties
*
*/
public int WeaponDelay { get { return this.Template.WeaponDelay; } }
public int StackSize { get { return this.Template.StackSize; } }
public bool IsLore { get { return this.Template.IsLore; } }
public bool IsBindOnPickup { get { return this.Template.IsBindOnPickup; } }
public bool IsBindOnEquip { get { return this.Template.IsBindOnEquip; } }
public bool IsEvent { get { return this.Template.IsEvent; } }
public ItemTemplate.ItemSlots Slot { get { return this.Template.Slot; } }
public ItemTemplate.ItemTypes Type { get { return this.Template.Type; } }
public ItemTemplate.UseTypes UseType { get { return this.Template.UseType; } }
public int MinLevel { get { return this.Template.MinLevel; } }
public int MaxLevel { get { return this.Template.MaxLevel; } }
public long MinExperience { get { return this.Template.MinExperience; } }
public long MaxExperience { get { return this.Template.MaxExperience; } }
/**
* This is a bitmask
* Therefore only limited to about 64 classes, which should be enough.
* If the bit is set then that class id CAN'T use the item.
*
*/
public long ClassRestrictions { get { return this.Template.ClassRestrictions; } }
public SpellEffect SpellEffect { get { return this.Template.SpellEffect; } }
public decimal SpellEffectChance { get { return this.Template.SpellEffectChance; } }
public int LearnSpellID { get { return this.Template.LearnSpellID; } }
public bool Unsaved { get; set; }
public Item()
{
this.Unsaved = true;
this.ItemID = 0;
this.TotalStats = new AttributeSet();
this.BaseStats = new AttributeSet();
this.StatMultiplier = 1;
this.Dirty = true;
this.Delete = false;
}
/**
* LoadFromTemplate, loads item from a template
*
* This is when we want an item the same as the template.
*
*/
public void LoadFromTemplate(ItemTemplate template)
{
this.Template = template;
this.TemplateID = this.Template.ID;
this.TotalStats += this.Template.BaseStats;
this.Name = this.Template.Name;
this.Description = this.Template.Description;
this.GraphicEquipped = this.Template.GraphicEquipped;
this.GraphicTile = this.Template.GraphicTile;
this.GraphicR = this.Template.GraphicR;
this.GraphicG = this.Template.GraphicG;
this.GraphicB = this.Template.GraphicB;
this.GraphicA = this.Template.GraphicA;
this.Value = this.Template.Value;
this.BodyState = this.Template.BodyState;
}
/**
* LoadTemplate, adds template to item
*
* This is when we want to just add the templates stats to our item
* ie when loading the items database, eg for surname/titled items
*
* Note: Doesn't load the value from the template as we want to keep the value as 0
* if the item is custom for example
*
*/
public void LoadTemplate(ItemTemplate template)
{
this.TotalStats += template.BaseStats;
this.TotalStats *= this.StatMultiplier;
this.TotalStats += this.BaseStats;
}
/**
* AddItem, adds item to database
*
*/
public void AddItem(GameWorld world)
{
SqlParameter nameParam = new SqlParameter("@itemName", SqlDbType.VarChar, 64);
nameParam.Value = this.Name;
SqlParameter descriptionParam = new SqlParameter("@itemDescription", SqlDbType.VarChar, 64);
descriptionParam.Value = this.Description;
string query = "INSERT INTO items (item_id, item_template_id, item_name, item_description, " +
"player_hp, player_mp, player_sp, stat_ac, stat_str, stat_sta, stat_dex, stat_int, " +
"res_fire, res_water, res_spirit, res_air, res_earth, weapon_damage, item_value, " +
"graphic_tile, graphic_equip, graphic_r, graphic_g, graphic_b, graphic_a, stat_multiplier, " +
"bound, body_state) VALUES (" +
this.ItemID + "," +
this.TemplateID + ", " +
"@itemName, " +
"@itemDescription, " +
this.BaseStats.HP + ", " +
this.BaseStats.MP + ", " +
this.BaseStats.SP + ", " +
this.BaseStats.AC + ", " +
this.BaseStats.Strength + ", " +
this.BaseStats.Stamina + ", " +
this.BaseStats.Dexterity + ", " +
this.BaseStats.Intelligence + ", " +
this.BaseStats.FireResist + ", " +
this.BaseStats.WaterResist + ", " +
this.BaseStats.SpiritResist + ", " +
this.BaseStats.AirResist + ", " +
this.BaseStats.EarthResist + ", " +
this.weapondamage + ", " +
this.Value + ", " +
this.GraphicTile + ", " +
this.GraphicEquipped + ", " +
this.GraphicR + ", " +
this.GraphicG + ", " +
this.GraphicB + ", " +
this.GraphicA + ", " +
this.StatMultiplier + ", " +
(this.bound ? "'1'" : "'0'") + ", " +
this.BodyState + ")";
this.Dirty = false;
this.Unsaved = false;
SqlCommand command = new SqlCommand(query, world.SqlConnection);
command.Parameters.Add(nameParam);
command.Parameters.Add(descriptionParam);
command.BeginExecuteNonQuery(new AsyncCallback(GameWorld.DefaultEndExecuteNonQueryAsyncCallback), command);
}
/**
* SaveItem, updates item info in database
*
*/
public void SaveItem(GameWorld world)
{
SqlParameter nameParam = new SqlParameter("@itemName", SqlDbType.VarChar, 64);
nameParam.Value = this.Name;
SqlParameter descriptionParam = new SqlParameter("@itemDescription", SqlDbType.VarChar, 64);
descriptionParam.Value = this.Description;
string query = "UPDATE items SET " +
"item_template_id=" + this.TemplateID + ", " +
"item_name=" + "@itemName, " +
"item_description=" + "@itemDescription, " +
"player_hp=" + this.BaseStats.HP + ", " +
"player_mp=" + this.BaseStats.MP + ", " +
"player_sp=" + this.BaseStats.SP + ", " +
"stat_ac=" + this.BaseStats.AC + ", " +
"stat_str=" + this.BaseStats.Strength + ", " +
"stat_sta=" + this.BaseStats.Stamina + ", " +
"stat_dex=" + this.BaseStats.Dexterity + ", " +
"stat_int=" + this.BaseStats.Intelligence + ", " +
"res_fire=" + this.BaseStats.FireResist + ", " +
"res_water=" + this.BaseStats.WaterResist + ", " +
"res_spirit=" + this.BaseStats.SpiritResist + ", " +
"res_air=" + this.BaseStats.AirResist + ", " +
"res_earth=" + this.BaseStats.EarthResist + ", " +
"weapon_damage=" + this.weapondamage + ", " +
"item_value=" + this.Value + ", " +
"graphic_tile=" + this.GraphicTile + ", " +
"graphic_equip=" + this.GraphicEquipped + ", " +
"graphic_r=" + this.GraphicR + ", " +
"graphic_g=" + this.GraphicG + ", " +
"graphic_b=" + this.GraphicB + ", " +
"graphic_a=" + this.GraphicA + ", " +
"stat_multiplier=" + this.StatMultiplier + ", " +
"bound=" + (this.bound ? "'1'" : "'0'") + ", " +
"body_state=" + this.BodyState +
" WHERE item_id=" + this.ItemID;
SqlCommand command = new SqlCommand(query, world.SqlConnection);
command.Parameters.Add(nameParam);
command.Parameters.Add(descriptionParam);
command.BeginExecuteNonQuery(new AsyncCallback(GameWorld.DefaultEndExecuteNonQueryAsyncCallback), command);
this.Dirty = false;
}
/**
* DeleteItem, deletes item from database
*
*/
public void DeleteItem(GameWorld world)
{
SqlCommand command = new SqlCommand(
"DELETE FROM items WHERE item_id=" + this.ItemID,
world.SqlConnection);
command.BeginExecuteNonQuery(new AsyncCallback(GameWorld.DefaultEndExecuteNonQueryAsyncCallback), command);
}
}
}
對不起值會自動生成,除非設置'identity_insert'設置爲on,否則不能插入值。我的猜測是錯誤是在'string query =「INSERT INTO items(item_id')的插入語句中,並且item_id是一個標識列,這意味着您不應該插入明確的值,而是'string query = 「INSERT INTO items(item_template_id,...)'etc – jpw
[SQL注入警報](http://msdn.microsoft.com/en-us/library/ms161953%28v=sql.105%29.aspx) - 你應**不**連接你的SQL語句 - 使用**參數化查詢**來避免SQL注入 –